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INI file in mod not grabbing new soldier abilities


mairsil1

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Hey, thanks a lot for the help.

Ok, let's go.

 

Using other mods? No.

Cleaned out documents? Yes.

Whitespace: The line is exactly how it is on DefaultNameList.ini but XcomNameList.ini is different.

 

On XCcomNameList.ini is

NewSoldier_HatChance=0.15

while on DefaultNameList.ini is

NewSoldier_HatChance = 0.15

Modbuddy? Yes. I'll try rebuilding more; as I usually just press F5 to see the changes.

 

So, doing all that, still doesn't work. The newly created XComNameList.ini retain the original Default values, plus, is being ignored anyway.

 

EDIT:

Oh bollocks on a stick of flaming fury, I think I solved it.

The problem was in retaining the original

[XComGame.UGCharacterGenerator]

Now that is

[RandomRookies.RandomRookies]

It is working.

Edited by Sblargh
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  On 2/29/2016 at 6:38 PM, Sblargh said:

EDIT:

Oh *censored* on a stick of flaming fury, I think I solved it.

The problem was in retaining the original

[XComGame.UGCharacterGenerator]

Now that is

[RandomRookies.RandomRookies]

It is working.

 

Wait, I'm not following. I thought in order to make changes to existing classes or existing INI file entries, your mod INI file had to match the default file's naming convention. If it doesn't, how does the game know where to apply the changes? For example, I'm trying to make changes to the Ranger skill tree, if I don't apply those changes to XComClassData [Ranger X2SoldierClassTemplate], how would the game know I wasn't building a new class or doing something else completely random?

 

Edit: I have looked at another mod, RangerRebalance, which does exactly what I'm trying to do and ostensibly works. The INI file in that mod does keep the name XComClassData and the first line declares [Ranger X2SoldierClassTemplate] then performs the subtraction of the old/addition of the new skills, so I'm not sure why your changing the INI file and section names worked for you and why me keeping the originals fails for me.

Edited by mairsil1
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I hope this helps you out, I'm just dumping my currently working Classes Overhaul from my XComGame_ClassData.ini so you can see where you're going different.

 

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Yzaxtol

 

Thanks, but didn't work. Copied what you did precisely and still see no change to any class when I launch the debugger. I may go to the uninstall the SDK and reinstall path as I'm just not seeing anything that could be causing this issue.

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  • 3 weeks later...

I think I have the solution to your problem. You need to copy the list of templates covering the skills your modded class will have into your custom ability's .uc file, then add the new ability at the end/in place of an existing ability, like so:

  Quote

 

class X2Ability_ConeOfFire extends X2Ability_GrenadierAbilitySet config(GameData_SoldierSkills) dependson (XComGameStateContext_Ability);

static function array<X2DataTemplate> CreateTemplates()
{
local array<X2DataTemplate> Templates;

Templates.AddItem(HeavyOrdnance());
Templates.AddItem(BiggestBooms());
Templates.AddItem(Suppression());
Templates.AddItem(SuppressionShot());
Templates.AddItem(HoloTargeting());
Templates.AddItem(BlastPadding());
Templates.AddItem(BulletShred());
Templates.AddItem(PurePassive('Salvo', "img:///UILibrary_PerkIcons.UIPerk_salvo", true));
Templates.AddItem(VolatileMix());
Templates.AddItem(HailOfBullets());
Templates.AddItem(SaturationFire());
Templates.AddItem(PurePassive('Shredder', "img:///UILibrary_PerkIcons.UIPerk_shredder", true));
Templates.AddItem(ChainShot());
Templates.AddItem(ChainShot2());
Templates.AddItem(Demolition());
Templates.AddItem(ConeOfFire());
return Templates;
}

 

This overrides the class's default skill lookup and lets custom abilities appear on the skill tree if you're overriding XComClassData.ini.

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